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LRM/SRM ammo is non denominational. One ton is 120 missiles, which is quite different if you are using an LRM5 vs an LRM20.
Carrying more ammo means carrying more shots for the gun. if you want to shoot 2 AC5s per turn, you put 2 AC5s in the mech, but then you use twice as much ammo.
1 ton of ammo lets you shoot the Ac5 like 15 times, where 2 tons of ammo would let you shoot 1 AC5 30 times and so on. THink of it like bringing more magazines for your M4 in a CoD game.
And things like Machine Guns (3x5 shots) use 5 ammo per firing. So even though a ton of MG ammo has lots and lots of rounds, a Firestarter with 6 MG's can use it up quick if it stays in melee range.
(Ditto with Missile racks. An LRM20 fires 20 missiles at once. So a ton of LRM ammo with 120 rounds, will only let you fire that LRM20 six times. And if you build a missile mech with 3xLRM20's, you're going to need a whole bunch of ammo boxes for it.)
I tend to go 1 ton of ammo per launcher and 2 tons for cannons
For example early-mid game if I'm using AC20/UAC20 I'll be packing enough ammo for ten salvos per mission, perhaps more but probably not. But in the late game most likely I'd expect to fire four or five shots maximum, because I'll have so much damage and my attacks will be so accurate thanks to leveled pilots that I won't need to fire nearly as often compared to the beginning of the game.
Also some mission types are potentially much longer (Attack and Defend for example) and you fight a lot more enemies so you'll have to adjust for that.
Now, that is the down side to using lots of ammo - it can explode. A critical hit - including damage caused by overheating - has a chance of detonating your ammo. So carefully weigh the risk of exploding with the benefit of murdering your enemies.
You should also be particularly careful since some of the Story missions have critical characters piloting mechs with huge ammo stores, so a quick way to loose the mission - and the game if you're in ironman mode - is running them face first into the badguys.